/Engine/Source/Runtime/Engine/Classes/Engine/Scene.h
struct FGaussianSumBloomSettings
float
Filter1Size
Diameter size for the Bloom1 in percent of the screen width (is done in 1/2 resolution, larger values cost more performance, good for high frequency details) >=0: can be clamped because of shader limitations
FLinearColor
Filter1Tint
Bloom1 tint color
float
Filter2Size
Diameter size for Bloom2 in percent of the screen width (is done in 1/4 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations
FLinearColor
Filter2Tint
Bloom2 tint color
float
Filter3Size
Diameter size for Bloom3 in percent of the screen width (is done in 1/8 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations
FLinearColor
Filter3Tint
Bloom3 tint color
float
Filter4Size
Diameter size for Bloom4 in percent of the screen width (is done in 1/16 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations
FLinearColor
Filter4Tint
Bloom4 tint color
float
Filter5Size
Diameter size for Bloom5 in percent of the screen width (is done in 1/32 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations
FLinearColor
Filter5Tint
Bloom5 tint color
float
Filter6Size
Diameter size for Bloom6 in percent of the screen width (is done in 1/64 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations
FLinearColor
Filter6Tint
Bloom6 tint color
float
Intensity
Multiplier for all bloom contributions >=0: off, 1(default), >1 brighter
float
SizeScale
Scale for all bloom sizes
float
Threshold
Minimum brightness the bloom starts having effect -1:all pixels affect bloom equally (physically correct, faster as a threshold pass is omitted), 0:all pixels affect bloom brights more, 1(default), >1 brighter